Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Remove buildings of leavers [solved]
Remove buildings of leavers [solved]
Nov 16 2008, 3:00 pm
By: NudeRaider  

Nov 16 2008, 3:00 pm NudeRaider Post #1

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Hi, it's me again. ;)

Title says it.
The problem is abandoned (neutral) extension can not be given.
So the only way I can think of is to list every building that I want removed.
Is there some more elegant way?

Post has been edited 1 time(s), last time on Nov 19 2008, 7:27 pm by NudeRaider.




Nov 16 2008, 3:04 pm Devourer Post #2

Hello

Hi nude :P
A very very alternative:

You may center a location (4x4 - 6x6) on each building to check if there is an extension near it... if yes ; give money back and delete extension.....



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Nov 16 2008, 3:08 pm NudeRaider Post #3

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Nice idea but I am talking about abandoned extensions.
Presumably there is no building around or it wouldn't be neutral.
Maybe the original owner still has his factory somewhere near but it's too unreliable for me.




Nov 16 2008, 3:10 pm Devourer Post #4

Hello

dude the building still is near it WHILE it's lifted... you know?
if extension + a lifted CC from p1 = kill extension; give money back for P1
if extension + a lifted CC from p2 = kill extension; give money back for P2...

that's what I tealked about....^^



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Nov 16 2008, 3:10 pm Falkoner Post #5



I would actually do it the other way around, center the location on extensions and see if there is their attached building next to them, it won't be perfect, unless you use a grid to move the locations to the left a bit, but it'll be better than nothing.

And for the lifted problem, just have it be a ground-only location.



None.

Nov 16 2008, 3:14 pm NudeRaider Post #6

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Ah I see. I thought when the leaver is processed.
Yeah if I simply don't allow abandoned extensions then this would work.
And Yes, I will of course center on the extension instead and detect the building using an air grid.

Thanks for the ideas!




Nov 16 2008, 8:37 pm SelfPossessed Post #7



What do you need to do with the abandoned extensions? As in, if you don't want to allow them, you could just remove/kill all addons for neutral instead of having to use an air grid and cycling them all. More information is needed.



None.

Nov 16 2008, 9:20 pm rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

I'm confused on what you want. If you just want to leave all the addons, "All other things being equal, the simplest solution is the best."

abandoned buildings have to be lifted or destroyed first. Therefore, you want to detect those two actions. However that's kind of hard. I think it would be easier to just detect when someone leaves, then remove the units you need to, centering a location on each addon capable building owned by player 12, making a mobile grid to detect the addon, and removing it. That would remove all buildings except for abandoned addons. Addons still attached to the building could be removed.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Nov 16 2008, 9:45 pm NudeRaider Post #9

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

The addon can spawn units, if you have the right building attached to it and thus have ownership of it.
So normally you would not lift at all - or you would lose a spawn until you land again.
But it is possible that your base comes under attack an you at least want to save the main building by lifting. It is also possible that noobs just don't realize that lifting disables the spawn and they do it for no apparent reason.

So what I want is a noob protection that if they lifted and left the addon that this addon is not destroyed when a player leaves so he can reactivate his spawn when having been enlightened.
Removing the P12 addons right away and giving refund will do the same although he has to rebuild. But at least he realizes that lifting is a bad idea. So that's probably the best way.

Alright, removing the addons works like a charm so the leaver detection is reliable again.
Thanks all. This can be locked now.

Post has been edited 1 time(s), last time on Nov 19 2008, 7:27 pm by NudeRaider.




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